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    American War of Independence Rules

    By Will McNally

    IntroductionThese rules have been written to give an easily playable game which reflects the style of battles fought during the

    American War of Independence, and the French and Indian Wars. To simplify the game a standard size of unit isemployed and only a few major formations are permitted. Figures are not removed but a simple record needs to

    be kept of the status of each unit.

    If you have any queries or suggestions please write enclosing an SSAE to Will McNally, 11Willow Hayes,Ashton, Chester, CH3 8BT. A programme written in Basic for IBM PC's and compatibles is also available.

    Scales, etc.These rules assume that 25mm figures will be used, but they can be used for 15mm by using 2/3 the distances

    specified. The scales are flexible and can be adjusted to reflect the size of battle being fought provided the ratiosare maintained.

    Figure Scales 1 figure = 20 men1 gun = 4 gunsGround Scale 6" = 100 yards (20mm)

    10cm (4") = 100 yards (15mm)Time Scale 1 move = 10 minutes

    The line units represented under the rules are equivalent to an American Battalion or very weak European

    regiment, of about 250 men, most European regiments are best represented by two units. Open order unitsrepresent 2 companies, about 120 men. Cavalry about 2 troops or 80 men. A four gun battery is represented by an

    artillery unit

    Strength PointsEach unit is depicted as having the same number of figures irrespective of its actual strength. However it isallocated a number of strength points depending on its actual strength.

    Full strength units are rated as having 5 strength points. To represent under strength units reduce this by 1 point

    for each 20% under strength, so a 150 strong battalion will have 3 strength points. Units with less than 3 strengthpoints should be combined whenever possible, and units with more than 6 strength points must be split.

    Units whose strength points fall to zero or less are considered to have become ineffective and are removed from

    the table.

    GunsAlthough various type of guns are available, for simple games it is best to use only light guns. To convert from

    actual orders of battle:- Light = 3-4 pdr; Medium = 6-9 pdr; Heavy = 12 pdr or heavier

    Units and basesMost units under these rules are composed of two identical bases of figures. Each base measures 45mm x 45mm

    (25mm) or 30cm x 30cm (15mm). Artillery units are made up of a gun base and a limber base. Supply (wagon)units comprises a single wagon base.

    The numbers of figures on each base depends on the type of unit:-

    Close Order Foot (Line Infantry, Fusiliers, Grenadiers, Militia) 6 figures in two ranks

    Open Order Foot (Light Infantry, Jaegers, Rangers, Indians) 3 scattered figures

    Cavalry 2 figures in one rankArtillery piece 1 gun and 3 figuresLimbers 1 limber and 2 horses

    Wagons (on a double sized base) 1 wagon and 2 horsesBrigadier General 1 mounted figure

    Senior General 1 mounted figure + 1 other

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    GeneralsGenerals are allocated on the basis of one brigadier general per 3 - 5 units, and one senior general per 2 - 4brigadier generals. If there is more than one senior general one extra may be added as a C in C.

    Formations

    Only two formations are possible for infantry and cavalry, Line with both bases in side to side contact and

    Column with the bases one behind the other.

    Marking Unit Status

    It may be useful to have markers to depict the current morale state of units. Either a small card with theappropriate status can be used or the following:

    Shaken Place a dead figure in front of the unit or reverse one of the bases.

    Routing Place two dead figures with the unit or place both bases in partial side to side contact.

    Move SequenceAlternate movement is used with one side moving and the other side firing.

    A) Test morale of all shaken and routing units of the moving player.B) Move all units that must rout or retire.

    C) Move all other units as player wishes, but not within 1" of any enemy unit.D) The firing player may change the facing of any unit without enemy units to its front within 6".

    E) Firing player fires units at any enemy unit within range and up to 45o to flank, and calculate themorale effect of fire

    F) Any of the moving players units which are unshaken may charge any enemy unit directly to their

    front if it is within 3" for infantry or 6" for cavalry.G) Test the morale of the defending unit.

    H) Counter-charge or Rout the defending unit if appropriate

    I) Move the charging unit into contact with the defending unit if it stands, or its original position if itrouts.

    J) For units in contact calculate the effect of the melee and immediately rout or fall back any losersK) Any cavalry having successfully charged may repeat (F)-(J) a second time if required

    Notes:-

    a) If a unit of the moving player routed during the preceding players charge or melee phase it is not

    tested for rallying this move, neither does it need to be moved.

    MoraleA units basic morale is its current strength plus the following modifiers depending on unit type:-

    European Grenadiers +2

    Other European Regulars +1

    American Regular Rifles - 1

    Militia - 1 or - 2Indians - 2Wagons etc. - 4

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    Testing shaken units

    Roll 1d6 per unit, add +1 if a brigadier general is with the unit, or +2 if a senior general.

    Results:-

    4 or greater the unit will carry on as required

    2 or 3 the unit will retire a full move (optional : Militia or Indians in the open rout)

    1 or less the unit will rout and lose 1 strength point

    Testing routing unitsRoll 1d6 per unit, add +1 if a general is with the unit, or +2 if a senior general.

    Results:-

    5 or greater the unit halts shaken

    2 - 4 the unit continues routing

    1 or less the unit continues routing and loses 1 strength point

    MovementThe following defines the maximum movement allowed in a movement phase (C).

    Troop Type Line Column Rout

    Close Order Foot 6" 9" 12"

    Open Order Foot 9" 12" 15"

    Light Cavalry 15" 18" 21"

    Generals/Couriers 21" 21" 21"

    Wheeled Equipment Limbered Deployed Rout

    (Crew Only)

    Light Guns 9" 3" 12"

    Medium Guns 6" 2" 12"

    Heavy Guns 3" 1" 12"

    Galloper Guns 12" 3" 12"

    Grasshopper Guns 9" 6" 12"

    Howitzers 9" 3" 12"

    Wagons 6" NA NA

    Effects of terrain as % of normal speed or proportion of a move

    Terrain Type C.O. Foot O.O. Foot Mounted Wheeled

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    Rough ground 66% 100% 66% 33%

    Gentle Slopes 66% 100% 66% 33%

    Steep Slopes 33% 66% 33% NA

    Open Woods 66% 100% 66% 66%

    Dense Woods 33% 66% NA NA

    Swamps 33% 66% NA NA

    Fords 66% 66% 66% 33%

    Crossing fences or walls 1/2 1/2 1 1

    Crossing streams 1/2 1/2 1 2

    Entering buildings 1/2 1/2 NA NA

    Leaving buildings 1 1/2 NA NA

    (a) Where NA is shown the troop type cannot move in that situation

    (b) To change formation from line to column or v.v. neither base in the unit may move further than a line

    move into the new formation.

    (c) Deploying or limbering guns takes a whole move stationary.(d) Retiring and maintaining facing deduct 3" for foot, 6" for mounted and 1" for guns.

    (e) Units may change face up to 45 with no penalty, but more than that takes a whole move

    (f) Wheeling should be done around a 3" diameter circle, measuring the distance moved by theoutermost base.

    (g) For terrain effects grasshopper guns are treated as close order foot(h) If wagons rout they become immobilised for the rest of the game.

    (i) Any non routing unit passing through another deducts 3" for foot and 6" for mounted.

    Changing FacingTo allow for the effect of alternative movement the firing player may change the facing of any unit after

    movement in order to fire or receive a charge. It cannot do this if an enemy unit is within charge reach of its

    current facing.

    To change facing the unit remains in its current formation and rotates up to 180o around the centre point of theunit. If the desired rotation cannot be made due to either an obstacle or other units then the unit cannot change

    facing.

    Road Bonus (optional)Any unit in column that moves its full move distance along a road may add an additional 3" if does not pass

    within 24" of any enemy unit.

    Second Cavalry ChargesThis reflects cavalry's ability to exploit any breakthrough. Note that any target of a second cavalry charge cannot

    change facing to meet the charge, but it can fire at the cavalry if it could not have fired in the firing phase. If thecavalry do not opt to charge then they cannot fire.

    FiringUnits may fire at anything directly in front of a base and up to 45 to either side provided the whole of the target

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    base is visible, in range and within angle of fire.

    Ranges Short Medium Long

    All Muskets 0"- 6"

    Rifles 0"- 6" 6"-12"

    Light Guns 0"-12" 12"-24" 24"-36"

    Medium Guns 0"-15" 15"-30" 30"-45"

    Heavy Guns 0"-18" 18"-36" 36"-54"

    Galloper Guns 0"- 9" 9"-18" 18"-21"

    Grasshopper Guns 0"- 6" 6"-12" 12"-18"

    Howitzers 0"- 9" 15"-24" 24"-36"

    To determine the effect of firing roll 2d6 and sum the scores and any of the following factors which may berelevant, if the result is 7 or greater the target unit loses 1 strength point. The same result is then used to check the

    target units morale. Note that a targets morale can suffer even though it has not lost any strength points.

    Firing factors

    British Close Order Infantry +1 Firing unit has 3 or 4 strength points - 1

    Militia and Indians - 1 Firing unit has 1 or 2 strength points - 2

    Rifles at short range - 1 Firing unit is in column - 2Rifles at long range - 2 Firing unit is shaken - 1

    Guns at short range (canister) +1 Target is in woods or soft cover - 1

    Guns at medium range - 1 Target is in hard cover or buildings - 2Guns at long range - 2 Target is in solid cover - 3

    Notes

    (a) Canister can only be used when no friendly units are in the arc of fire.

    (b) Overhead fire is only available to guns firing to/from higher ground and howitzers. Any intervening

    friendly unit must be at least 12" clear of both the firer and the target.

    Morale effect of fireThis is tested using the same result as that used to determine the effect of firing. If the modified score of the firing

    unit exceeds the target units basic morale, the target unit is shaken.

    Risk to GeneralsIf a general is with any unit that suffers losses from fire throw 2d6

    2 - 8 No effect

    9 - 10 Suffers a light wound and moves at 1/2 speed

    11 - 12 Dead.

    If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed all

    units in his chain of command within 18" are shaken.

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    ChargingAfter all firing is resolved any of the moving players infantry or cavalry units which are unshaken may declarecharges on any enemy units that are in charge reach. Charge reach is 3" for infantry and 6" for cavalry, but the

    target must be directly to the front of the charging unit.

    Once all the charges have been declared test the morale of the charged units in the order decided by the moving

    player. As each charged unit is tested counter-charge, evade, or rout it as appropriate. After all charged units have

    been tested move any charging units that are not already in contact into contact with its target if it is still withincharge reach, or its original position if it has routed or evaded out of charge reach. Then calculate the results of

    the melees.

    Testing charged unitsRoll 1d6 per unit, add any of the following factors if they apply

    Non Cavalry charged by Cavalry +2

    Open Order Infantry or artillery charged by Close Order +2Charged in the rear +2

    Charged in the flank +1Shaken +1

    Behind an obstacle or in a building - 2Cavalry only charged by Non Cavalry - 2

    Close Order only charged by Open Order Infantry or artillery - 2In a fortification - 3

    If the modified score equals or exceeds the charged units basic morale it will rout immediately and lose 1 strength

    point. If the score is less than zero the charged unit may counter charge any enemy unit to its front which ischarging it. This is ignored by units behind obstacles, in buildings or fortifications. The counter charging unit is

    moved into contact with the charging unit halfway between their positions. Already routing units may surrender,but otherwise they automatically rout and lose 1 strength point.

    Rout

    Routing units move directly away from the cause at rout speed towards the nearest friendly cover. This cover may

    be behind another friendly unit, into woods, buildings or off the friendly edge of the table. The routing unit maynot move such that it reduces the distance to any visible enemy unit. (i.e. The routing unit must be further away

    from any enemy unit at the end of the move than at the beginning)

    SurrenderUnits may surrender in the following situations :-

    (a) Units charged in the rear which rout either from the charged test or melee.(b) Already routing units which are successfully charged.

    (c) Already routing units which are within 6" of any enemy unit and cannot move.

    Roll 1d6 for any units in this situation, if the score is 4 or higher then the unit surrenders if foot, 5 or higher if

    mounted. Units which surrender are removed from the table.

    MeleeMelee is resolved as far as possible between one defending unit and all the units attacking it, or one attacking unitand two defending units. All units that have enemy units to the front of any of their bases must engage in melee.

    Roll 1d6 for each unit involved in a single melee and add any of the following factors if they apply:-

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    Troop Type

    Situation Cavalry Infantry Other

    Unit is cavalry +2

    Unit is charging +2 +1

    Indian Unit +2

    Unit is European Regulars +1 +1 +1

    Unit is attacked in flank - 1 - 1 - 1

    Unit is charging over an obstacle (stream, fence etc.) - 2 - 4 - 4

    Unit is charging uphill - 1 - 1 - 1

    Unit is charging a building - 2 - 4 - 4

    Unit is attacked in the rear - 2 - 2 - 2

    Unit is in open order or artillery - 2 - 2 - 2

    Unit is charging a fortification - 6 - 3 - 6

    Overlapping enemy unit +1 +1 +1

    two or more bases deep (except light troops) +1 +1

    Compare the highest modified score for all units on each side. The side with the lowest score is the loser. If thedifference is 2 or more the loser will rout immediately and lose 2 strength points(*). If the difference is 1 point

    then the loser will retire 3", loses 1 strength point, and becomes shaken. If the scores are equal both sides willretire 3". Where more than one unit is involved only one is effected, any others will retire 3". The unit effected

    will be that unit engaged to the enemies front, or if more than one then the unit with the lowest score.

    (*) If the loser is attempting to charge a building or fortification, or where the defender is immediately behind anobstacle the loser does not rout but retires 6" and is shaken, and still loses 2 strength points.

    Risk to GeneralsIf a general is with any unit that routs from melee throw 2d6

    2 - 7 No effect.

    8 - 9 Suffers a light wound and moves at 1/2 speed.

    10 Captured.

    11 - 12 Dead.

    In any other cases if the general is with any unit that suffers losses from melee throw 2d6

    2 - 8 No effect.

    9 - 10 Suffers a light wound and moves at 1/2 speed.

    11 - 12 Dead.

    If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed or

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    captured all units in his chain of command within 18" are shaken.

    Terrain

    BuildingsBuildings should be either small 50mm x 100mm holding 1 unit or large 100mm x 100mm holding 2 units. Unitsoccupying buildings have no flank or rear and each base can fire or melee out of any side of the building it is in

    contact with. If the two bases of a unit fire in different directions treat the firing of each base as a the unit incolumn firing.. Isolated farms and hamlets should be represented by a single small building, Villages by two or

    three, and towns by four or more. Buildings like the Chew House at Germantown which held a British Regimentshould be represented by a single large building.

    Rough Ground & SwampsThis represents areas of either difficult movement or where difficulty may be experienced maintaining formation.

    Typical areas include a fields of crops and rocky or uneven ground. Swamps are areas of rough ground which areimpassable to mounted or wheeled units.

    Woods and ForestsWoods are not consistent and should be made up of a mixture of areas of dense and open woodland, rough and

    open ground consistent with the area being fought in. Troops can be detected and fired at the following ranges inwooded areas:-

    Dense Woods Open Woods

    Rangers and Indians 1" 3"

    Other Open Order Foot 2" 6"

    Others 4" 12"

    Rivers and StreamsFor simplicity streams are 2" wide and rivers are 6" wide. Rivers cannot be crossed except by fords or bridges.

    HillsHills are not defined by their height but by the difficulty of ascending them. Most hills should have gentle slopes

    but depending on the geography some will have steep or impassable slopes. Other terrain features can becombined with hills and their effects on movement should be combined. Dense woods on steep slopes should be

    considered impassable to all troops except light infantry and rifles.

    Roads

    These are considered the same as open ground unless the optional road movement is used. Roads on hills canhave a different slope than that of the surrounding ground. Where roads cross streams or rivers there must be

    either a bridge or ford. Roads, and bridges are 2" wide

    Fortifications and Fieldworks

    Defence Values of Buildings and FortificationsAs with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point. If

    troops are in the buildings use the same dice score to determine the damage to the building ignoring the deductionfor cover. To equate with cover 2-4 strength points = soft cover, 5-8 strength points = hard cover, 9 or more =

    fortified. Therefore as building are damaged the cover they provide is reduced.

    As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point.

    Strength Points:-

    Wooden Bridge (per 100mm) 3 Stone Bridge ditto 6

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    Wooden Building (50mm x 100mm) 4 Stone Building ditto 8

    Wooden Building (100mm x 100mm) 6 Stone Building ditto 12Timber fieldwork (per 100mm) 6 Earth and Timber Redoubt 10

    Timber Stockade (per 100mm) 8

    Field EngineeringIn most cases fieldworks have been constructed before a battle commences, but if necessary they can be

    constructed during a battle. 1 wagon can hold enough tools for 1 close order infantry unit. This enables them to

    dismantle 1 strength point every move or construct 1 strength point of a fieldwork every other move.

    1 wagon can hold 6 charges. The sequence is as follows: spend 1 movement phase laying the charge, move awayon the next movement phase, then test for effect on the firing phase following moving away. For effect roll 2d6 if

    it is greater than the targets defence strength points it is destroyed. If more than 1 charge is used it takes 1 extramove to lay each charge and use one extra d6 per additional charge to determine the effect. If any unit is within

    3" roll 2d6 for effect as if firing. Increase the distance by 1" for each additional charge used.

    These rules may be freely distributed as long as Wrexham & District Wargamers are credited.